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https://github.com/danbulant/programovani-kostky
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working base
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parent
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commit
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4 changed files with 45 additions and 13 deletions
32
main.gd
32
main.gd
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@ -3,7 +3,9 @@ extends Node3D
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@onready var dice1: Dice = $dice1
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@onready var dice2: Dice = $dice2
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@onready var camera: Camera3D = $Camera3D
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@onready var camera_start: Marker3D = $CameraPositionDefault
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@onready var camera_starting: Marker3D = $CameraPositionStarting
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@onready var camera_prethrow: Marker3D = $CameraPositionPrethrow
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@onready var camera_target: Marker3D = $CameraPositionTarget
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@onready var ui: Ui = $Ui
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enum GameState {
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@ -14,27 +16,37 @@ enum GameState {
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}
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var state: GameState = GameState.START
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var camera_transition := 0.
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var camera_speed := 1.5
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var first_throw := true
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func _ready() -> void:
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pass
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ui.connect("roll_pressed", throw_dice)
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func _physics_process(delta: float) -> void:
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camera_transition += delta * camera_speed
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camera_transition = min(camera_transition, 1.)
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if state == GameState.THROWING_START or state == GameState.THROWING:
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camera.transform = ( camera_starting if first_throw else camera_target).transform.interpolate_with(camera_prethrow.transform, camera_transition)
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elif state == GameState.THROWN:
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camera.transform = camera_prethrow.transform.interpolate_with(camera_target.transform, camera_transition)
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func _process(_delta: float) -> void:
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if (!dice1.can_be_thrown() or !dice2.can_be_thrown()) and state == GameState.THROWING_START:
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state = GameState.THROWING
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if dice1.can_be_thrown() and dice2.can_be_thrown() and state == GameState.THROWING:
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state = GameState.THROWN
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var avg_position = (dice1.global_transform.origin + dice2.global_transform.origin) / 2
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var diff = dice1.global_position - dice2.global_position
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camera.global_position = avg_position + Vector3.UP * (diff.length())
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camera.look_at(avg_position, Vector3.FORWARD)
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camera_target.global_position = avg_position + Vector3.UP * max(diff.length(), 0.1)
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camera_target.look_at(avg_position, Vector3.FORWARD)
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camera_transition = 0.
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first_throw = false
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ui.set_current_throw_value([dice1.get_value(), dice2.get_value()])
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func throw_dice() -> void:
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if dice1.can_be_thrown() and dice2.can_be_thrown():
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dice1.random_throw()
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dice2.random_throw()
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state = GameState.THROWING_START
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reset_camera()
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func reset_camera() -> void:
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camera.global_transform.origin = camera_start.global_transform.origin
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camera.global_transform.basis = camera_start.global_transform.basis
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camera_transition = 0.
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@ -116,9 +116,14 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.323323, 0.972071)
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current = true
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near = 0.003
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[node name="CameraPositionDefault" type="Marker3D" parent="."]
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[node name="CameraPositionStarting" type="Marker3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.323323, 0.972071)
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[node name="CameraPositionPrethrow" type="Marker3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 1, 0)
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[node name="CameraPositionTarget" type="Marker3D" parent="."]
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("Environment_rm3d5")
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camera_attributes = SubResource("CameraAttributesPractical_i6kyw")
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8
ui.gd
8
ui.gd
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@ -1,8 +1,12 @@
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extends Control
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class_name Ui
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signal roll_pressed
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func _on_roll_button_pressed() -> void:
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roll_pressed.emit()
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@onready var current_throw_value = $current_throw_value
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func set_current_throw_value(value: Array[int]) -> void:
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current_throw_value.set_text(str(value))
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pass
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11
ui.tscn
11
ui.tscn
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@ -36,4 +36,15 @@ tooltip_text = "Click or press space to roll dice"
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shortcut = SubResource("Shortcut_0osx3")
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text = "Roll"
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[node name="current_throw_value" type="RichTextLabel" parent="."]
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layout_mode = 1
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anchors_preset = 2
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anchor_top = 1.0
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anchor_bottom = 1.0
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offset_left = 10.0
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offset_top = -29.0
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offset_right = 51.0
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grow_vertical = 0
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text = "0, 0"
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[connection signal="pressed" from="roll button" to="." method="_on_roll_button_pressed"]
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